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I made a volumetric material in cycles based on particle density. The particle set I used is influenced by a turbulence force field. I used a small ico-sphere as a particle object and added an emission shader. I noticed a pretty noticable offset between the particles and the volume material that changes over time - I'm not sure yet where that offset comes from, but I think it still looks pretty.

For this animation I used a displacement texture in a cycles material that has hard edges and a subdivision modifier set to adaptive mode. I used a voronoi texture in cell mode and also transformed the texture coordinates using a curve.

I've installed the "Extra Objects" addon in blender a while ago and didn't pay it much attention - but yesterday I played with the meshes and immediately fell in love with the honeycomb mesh since I really like hexagonal structures - I extruded it with the "Solidify"-Modifier and twisted it around with the help of an empty and the "Simple Deform"-Modifier.

For this blender experiment I used a simple bands texture in a cycles material as a displacement texture. I used the generated texture coordinates for the sphere and modified it by using a vector curve node. Unfortunately cycles renders some wired circular noisy displacement on the poles of the object when I render it on my GPU - I'm not quite sure why this happens yet.

for this animation I wanted some glowing panels to light up in a random order. So I created a particle set and used the particle index and compared it to the current frame index using a "less than" Node. Based on that comparison I switch between a diffuse- and an emmision-Shader by using the result of the comparison as the mix factor.

For this animation I made a ico-sphere follow a circular path while emitting particles. The particles have gravity removed from the field weight and use no velocity vector. The only reason they move is a turbulence forcefield with a curl factor of 1

I haven't used the animation nodes addon in a while - so I dug it up and created a new animation with it. It took me a while to get it running on my box due to python installation absurdities but I finally got an 1.6 up and running in my blender 2.78 installation. For this animation I used an empty list of vectors and filled it with random vectors generated by a vector-wiggle-node. I then used these vectors to create curves. Since I wanted to create a knot I used a second loop that creates several of these splines and adds them into a spline list. This spline-list is then added to a new object and rendered.

For this animation I created a particle simulation with fluid particles emitted from an icosphere. The particles are emitted along the y-axis and hit a forcefield, with the flow parameter set to 0.1. I used the cubesurfer addon by pytoevil to create a mesh from the particles.